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Bug 38: (Xinux) Crashes, hotbar being nuked

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BugTracker
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Bug 38: (Xinux) Crashes, hotbar being nuked
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Post by BugTracker » Sun Jan 11, 2015 11:14 am

Bug ID       : 38 - Crashes, hotbar being nuked 
Bug Date     : 2014/11/03 08:21:32
Assigned To  : Xinux
Priority     : Medium

Category     : VGClient
Sub-Category : Other
Severity     : Standard
Reproducible : Some of the time
Details:
Crash to desktop in Hag's Coastline. I came back into the game at 48831 79765 12408, but that's not where I was when I crashed (I was in the dungeon under the boat). I also lost all my hotkeys, except for the default first hotkey bar.
Originated From World: New Telon (1)
Chunk                : Hag's Coastline (77)
Location             : 48831 79765 12408
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John Adams
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Re: Bug 38: (Xinux) Crashes, hotbar being nuked
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Post by John Adams » Sun Jan 11, 2015 11:32 am

Xinux, not sure if this is still an issue. I haven't lost my hotbars (with the starting Abilities anyway) for a while. The bug seems to allude to bars other than the first one (?)

Also, I do still see SQL insert issues on hotbars, so that's why I pushed this. Players are trying to make new hotbar icons and getting SQL insert errors because there's already a key there.

A suggestion to solve this might be to change the SQL insert to a INSERT ON DUPLICATE KEY UPDATE query instead.

EDIT:
Example usage:

Code: Select all

INSERT INTO `character_hotbars` (`char_id_fk`, `bar_name`, `slot_id`, `ability_id`, `item_unique_id`, `reference`, `command_text`, `icon_id`) VALUES
  (1, 'm_wb', 0, 27111, - 1, 'noname', 'noname', 0) 
  ON DUPLICATE KEY UPDATE 
    bar_name = 'm_wb', slot_id = 0, ability_id = 27111, item_unique_id = - 1, reference = 'noname', command_text = 'noname', icon_id = 0 ;
This will replace m_wb bar, slot 0 with ability_id 27111 regardless of what was there before. I will implement this on NT for testing today.


Code (I think this gives me the desired results)

Code: Select all

    // new way    string bar_name            = database.Escape(packet_struct->GetString32("bar_name"));    int32_t slot_id            = packet_struct->GetUInt32("slot_id");    int32_t ability_id        = packet_struct->GetInt32("ability_id");    int32_t item_unique_id    = packet_struct->GetInt32("item_unique_id");    string reference        = database.Escape(packet_struct->GetString32("reference"));    string command_text        = database.Escape(packet_struct->GetString32("command_text"));    int32_t icon_id            = packet_struct->GetInt32("icon_id");    if (!database.Query("INSERT INTO `character_hotbars`\n"                        "(`char_id_fk`, `bar_name`, `slot_id`, `ability_id`, `item_unique_id`, `reference`, `command_text`,`icon_id`)\n"                        "VALUES (%i,'%s',%i,%i,%i,'%s','%s',%i)\n"                        "ON DUPLICATE KEY UPDATE\n"                        "bar_name = '%s',\n"                        "slot_id = %i,\n"                        "ability_id = %i,\n"                        "item_unique_id = %i,\n"                        "reference = '%s',\n"                        "command_text = '%s',\n"                        "icon_id = %i",                        // INSERT INTO values                        character->GetCharacterID(), bar_name.c_str(), slot_id, ability_id, item_unique_id, reference.c_str(), command_text.c_str(), icon_id,                         // ON DUPLICATE UPDATE values                        bar_name.c_str(), slot_id, ability_id, item_unique_id, reference.c_str(), command_text.c_str(), icon_id)) { 
Rev 931
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John Adams
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Re: Bug 38: (Xinux) Crashes, hotbar being nuked
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Post by John Adams » Tue Jan 13, 2015 8:41 pm

Cyrcle and I determined that when this happens, it's because the VGClient doesn't remember the player name when it comes in - thus doesn't know which UI file to load on the drive - and you see blanks. Cyrcle camped and came back, all his stuff was there.

Closing.
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